import GObject from 'gi://GObject'; import * as utils from '../conveniences/utils.js'; import * as uniforms from '../conveniences/shader_uniforms.js'; const Shell = await utils.import_in_shell_only('gi://Shell'); const Clutter = await utils.import_in_shell_only('gi://Clutter'); const SHADER_FILENAME = 'noise.glsl'; const DEFAULT_PARAMS = { noise: 0.4, lightness: 0.4, opacity_factor: 1 }; export const NoiseEffect = utils.IS_IN_PREFERENCES ? { default_params: DEFAULT_PARAMS } : new GObject.registerClass({ GTypeName: "NoiseEffect", Properties: { 'noise': GObject.ParamSpec.double( `noise`, `Noise`, `Amount of noise integrated with the image`, GObject.ParamFlags.READWRITE, 0.0, 1.0, 0.4, ), 'lightness': GObject.ParamSpec.double( `lightness`, `Lightness`, `Lightness of the grey used for the noise`, GObject.ParamFlags.READWRITE, 0.0, 2.0, 0.4, ), 'opacity_factor': GObject.ParamSpec.double( `opacity_factor`, `Opacity factor`, `Opacity factor`, GObject.ParamFlags.READWRITE, 0.0, 1.0, 1.0, ), } }, class NoiseEffect extends Clutter.ShaderEffect { constructor(params) { super(); // set shader source this._source = utils.get_shader_source(Shell, SHADER_FILENAME, import.meta.url); if (this._source) this.set_shader_source(this._source); utils.setup_params(this, params); } static get default_params() { return DEFAULT_PARAMS; } get noise() { return this._noise; } set noise(value) { if (this._noise !== value) { this._noise = value; uniforms.set_uniform(this, 'noise', parseFloat(this._noise - 1e-6)); this.set_enabled(this.noise > 0. && this.lightness != 1); } } get lightness() { return this._lightness; } set lightness(value) { if (this._lightness !== value) { this._lightness = value; uniforms.set_uniform(this, 'lightness', parseFloat(this._lightness - 1e-6)); this.set_enabled(this.noise > 0. && this.lightness != 1); } } get opacity_factor() { return this._opacity_factor; } set opacity_factor(value) { if (this._opacity_factor !== value) { this._opacity_factor = value; uniforms.set_uniform(this, 'opacity_factor', parseFloat(this._opacity_factor)); } } vfunc_paint_target(paint_node, paint_context) { uniforms.upload_uniforms(this); super.vfunc_paint_target(paint_node, paint_context); } });